using Ryujinx.Common; using System; using static Ryujinx.Graphics.Texture.BlockLinearConstants; namespace Ryujinx.Graphics.Texture { public static class LayoutConverter { private const int AlignmentSize = 4; public static Span ConvertBlockLinearToLinear( int width, int height, int depth, int levels, int layers, int blockWidth, int blockHeight, int bytesPerPixel, int gobBlocksInY, int gobBlocksInZ, int gobBlocksInTileX, SizeInfo sizeInfo, Span data) { int outSize = GetTextureSize( width, height, depth, levels, layers, blockWidth, blockHeight, bytesPerPixel); Span output = new byte[outSize]; int outOffs = 0; int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel); int mipGobBlocksInY = gobBlocksInY; int mipGobBlocksInZ = gobBlocksInZ; for (int level = 0; level < levels; level++) { int w = Math.Max(1, width >> level); int h = Math.Max(1, height >> level); int d = Math.Max(1, depth >> level); w = BitUtils.DivRoundUp(w, blockWidth); h = BitUtils.DivRoundUp(h, blockHeight); while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1) { mipGobBlocksInY >>= 1; } while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1) { mipGobBlocksInZ >>= 1; } int stride = BitUtils.AlignUp(w * bytesPerPixel, AlignmentSize); int wAligned = BitUtils.AlignUp(w, wAlignment); BlockLinearLayout layoutConverter = new BlockLinearLayout( wAligned, h, d, mipGobBlocksInY, mipGobBlocksInZ, bytesPerPixel); for (int layer = 0; layer < layers; layer++) { int inBaseOffset = layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level); for (int z = 0; z < d; z++) for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { int offset = inBaseOffset + layoutConverter.GetOffset(x, y, z); Span dest = output.Slice(outOffs + x * bytesPerPixel, bytesPerPixel); data.Slice(offset, bytesPerPixel).CopyTo(dest); } outOffs += stride; } } } return output; } public static Span ConvertLinearStridedToLinear( int width, int height, int blockWidth, int blockHeight, int stride, int bytesPerPixel, Span data) { int outOffs = 0; int w = BitUtils.DivRoundUp(width, blockWidth); int h = BitUtils.DivRoundUp(height, blockHeight); int outStride = BitUtils.AlignUp(w * bytesPerPixel, AlignmentSize); Span output = new byte[h * outStride]; for (int y = 0; y < h; y++) { for (int x = 0; x < w; x++) { int offset = y * stride + x * bytesPerPixel; Span dest = output.Slice(outOffs + x * bytesPerPixel, bytesPerPixel); data.Slice(offset, bytesPerPixel).CopyTo(dest); } outOffs += outStride; } return output; } private static int GetTextureSize( int width, int height, int depth, int levels, int layers, int blockWidth, int blockHeight, int bytesPerPixel) { int layerSize = 0; for (int level = 0; level < levels; level++) { int w = Math.Max(1, width >> level); int h = Math.Max(1, height >> level); int d = Math.Max(1, depth >> level); w = BitUtils.DivRoundUp(w, blockWidth); h = BitUtils.DivRoundUp(h, blockHeight); int stride = BitUtils.AlignUp(w * bytesPerPixel, AlignmentSize); layerSize += stride * h * d; } return layerSize * layers; } } }